//
// Copyright 2016 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
#include <pxr/pxr.h>
#include <pxr/usd/usdShade/material.h>

#include <mayaUsd/fileio/primReaderRegistry.h>
#include <mayaUsd/fileio/translators/translatorMaterial.h>

PXR_NAMESPACE_OPEN_SCOPE

PXRUSDMAYA_DEFINE_READER(UsdShadeMaterial, args, context)
{
    bool importUnboundShaders = args.ShouldImportUnboundShaders();
    if (importUnboundShaders) {
        const UsdPrim& usdPrim = args.GetUsdPrim();
        UsdMayaTranslatorMaterial::Read(args.GetJobArguments(), 
                UsdShadeMaterial(usdPrim), 
                UsdGeomGprim(), 
                context);
    }
    // Always prune materials' namespace descendants - assume that it's just
    // part of the material's shading network.
    context->SetPruneChildren(true);
    return true;
}



PXR_NAMESPACE_CLOSE_SCOPE

